ADVENTURES3
ADVENTURES3
1
the wisdom of stones
Against Atlantis ! (Part One)
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against those who would act against her. If they
don't, though, feel free to hit them with this issue of
the Minotaur and remind them that they're playing
Mazes & Minotaurs and not some "What's in it for
me? I'm an angst-ridden creature of darkness / kill-
things-and-take-their-stuff mercenary dungeon
raider" game. Or just have a Titanic Statue crush
them underfoot and start over.
Watch out, this is the Hermes Express ! Maze Master's Note : No, Hermes doesn't tell the
heroes that Thymoetes (and the rest of Nemede)
peaceful and defenseless folk of the island fell to the has been turned to stone. Hermes himself does not
strange petrification powers of the foul being. With know this. He is simply delivering the message as
nothing left to destroy on the island, the Tragic requested by Athena. As to why Athena doesn't
Floating Head drifted out to sea and ceased to impart this information, well, she considers this
trouble this now barren earth. mission a test of the worthiness of the heroes. This
complication cannot be overcome, even by the
Nemede as it was is now little more than a sculpture presence of a Lyrist in the party. Knowledge of the
garden. So much knowledge, art and beauty was fate of Nemede is lost to all but the gods. Also see
lost on Nemede that the gods themselves turned What About Divine Vision ? next page.
their backs upon the island in sadness. And where
the gods do not look, evil springs forth. Dark things
crawl about Nemede now, shrouded in the ever- Act I : Voyage to Nemede
present fog that envelops the island. And there, in
the midst of it all, stands the silent stone that used Now that the heroes have received their mission
to know where all great treasures lie. from the gods, they will need to embark for the lost
island of Nemede. As mentioned in the introduction
of this scenario, a ship to traverse the Middle Sea is
Meeting Wind-Swift Hermes of utmost importance. Feel free to take as much or
as little time as you want in allowing your characters
Hermes, the messenger of the gods, appears to you to secure passage, complicating or hand-waving
one radiant afternoon, arriving on a zephyr blown by this process as much as you see fit.
Eurus from the East.
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overboard, figuring that they will be dinner one on way
or another. Instead, the Harpies focus their attacks
on those who remain on the ship or, perhaps more mo
terrifyingly, on the ship itself. If the heroes defeat the
Harpîes,, they will be able to pilot the ship safely the
rest of the way to the forbidding shores of Nemede.
Maze Master's Note : If the e adventurers failed to If there is a Priest in the party, he might have
provision for more than a two-week week journey, this the idea to use his Divine Vision prodigy (see
loss of time will result in three days worth of Survival the Players Manual,, p 30) to learn more about
rolls (Players Manual, p. 46) on the trek to Argos the location of the Sextant.
that will follow the travel to Nemede.
Since the will and whims of the gods are entirely
into the hands of the Maze Master, such a
Arriving At Nemede divination should lead to different results,
depending on when or why it takes place. Here
Nemede is shrouded
ded in a dense fog and is ringed by are a few suggestions on how to handle
han this
reefs, making the approach to this blighted island a situation so that it contributes to the fun and
treacherous one indeed. excitement of the adventure, as opposed to
compromising the very raison d’être of the
If one of the adventurerss is a Mariner (see the first adventurers’ quest.
issue of Minotaur Quarterly for more on this
specialist class),, then he should be allowed
allo to make If the character uses his Divine Vision power at
Danger Evasion roll (modified by his h Seamanship the start of the scenario, in order to learn
lear the
bonus) to navigate their
heir craft safely to the shore. location of the Sextant without having to sail to
Nemede, then the Vision will only show hazy
If such a roll fails or if no Mariner is among the images of the shores of Nemede, with perhaps
heroes, each hero and sailor must make a Danger a few glimpses of the “garden of statues” than
Evasion roll or be tossed overboard as the ship the island has become (but with no explicit clue
suffers damage from the reefs and encounters about the fate of Thymoetes himself or about
unexpectedly rough waters. Heroes and sailors who the fact that these stone statues are actually the
meet this fate have a special surprise in store for petrified inhabitants of Nemede). In other
them as noted below. Characters who succeed at words, the Vision will not show the location of
this roll remain aboard the ship safely and may help the Sextant (that's what you get for thinking you
their water-bound
bound compatriots as noted below. smarter than the Gods) and the characters
cha will
still have to go to Nemede – but the Vision will
not have been completely wasted, since it gave
Trouble In The Water an extra clue (the stone statues).
Heroes and sailors who fail the Danger Evasion roll Alternatively, the Maze Master may prefer to
called for above find themselves in the waters actually show the location of the Sextant (the
between the coral reefs and Nemede's fog- fog Mines of Iana) but without any indication of
shrouded shore. The sea here is rough, and where this site might be : the Vision will simply
characters must succeed at a Swimming roll reveal that the Sextant is probably in “some
(Players Manual,, p. 44) or suffer the consequences dark cave, somewhere…” This will also be the
of drowning and an additional die of damage due to case if the heroes resort to Divine Vision to
being raked against the reefs. learn the location of the Sextant after (and (a
because) they failed to revive Thymoetes, in
To make matters worse, a flock of Harpies (see the which case the Divine Vision will certainly be
Creature Compendium,, p.54) roost nearby
ne and followed by an impromptu visit from an ironic
know a tasty meal when they spy one. These foul Hermes or an ice-cold
cold Athena (see But What if
monsters care little for any who have fallen the Heroes Get it Wrong ? next page).
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The Silence Of The Fog
Nemede is a fog-shrouded
shrouded and barren place.
Following this road will lead the heroes directly to Arrival At The Village
the village that lies at the heart of Nemede.
Assuming that the heroes have survived their
The road rises slightly as it leads inland, its stones
encounter with
h the Stichios they are free to continue
are occasionally slick from mosses and the
down the road to the village.
dampness of the ever-present fog.
The trip requires at least another 30 minutes on
From time to time someone might stumble as the
foot, with the fog having closed back in to previous
heroes walk along the path. No significant combat claustrophobic levels. From time to time there is a
penalties should stem from
om this. Once again, it's the
slight breeze that rustles the trees shrouded in the
atmosphere that matters. Maze Masters should
fog, which should be good for plucking at the
mention how the fog remains dense about the road,
heroes' nerves. However, no monsters are lurking.
making it very hard to see more than a foot or so At least not here.
beyond its edge.
After the half-hour
hour of walking the fog once again
After fifteen minutes or so of gentle climbing, the thins a bit, enough for the heroes to make out some
road levels out and turns slightly to the east. low buildings,
ngs, fences and other structures close at
hand. If the characters investigate the buildings they
The fog here thins slightly, though visibility remains quickly discover that all of the inhabitants have, in
limited, at last the heroes can see some semblance fact, been turned to stone. Women at their washing,
of life about them. Low and twisted trees line the children at play, a group of men standing around in
road, which continues on into the distance. discussion. All are statues!
As the characters progress further they become These houses and other buildings hold little of
aware of the sound of a light wind rustling the value, long rotten foodstuffs and moldered textiles
branches of the trees about them. seem to be their primary contents. A few rusted
weaponss may be found in spots as well – but there
At times these sounds appear to resemble whispers is nothing for the looting-minded
minded to loot here.
of madness and despair. Consider passing a few
notes to different players telling them
the specific Traveling further down the road the heroes soon
phrases that they hear. Pump up the paranoia. find themselves within the heart of the village. As
before, the complete lack of normal sounds should
These strange sounds, it turns out, are the Vocal be impressed upon the party. There is no hubbub
Entrancement ability of a trio of Stichios (see the of civilization, no barking of dogs,
dog no cries of delight
Creature Compendium, p.109). or sorrow, no sounds of a jealous wife hectoring her
husband. Instead, there is simply the silence of the
These possessed trees are clustered about the road grave. And everywhere, people turned to stone.
at this pointt and will do their best to draw the heroes Unlike the peaceful scenes at the farm, though,
into their vampiric branches. Clearly, the heroes will these statues all show terror on their faces and
strive to avoid this fate. Let there be combat ! appear to have been fleeing from something.
5
If asked about the petrified condition of his village,
Thymoetes relates the fate off Nemede as outlined in
the introduction, as far as the point where the village
was attacked by the Tragic Floating Head, which he
should describe but not name.
The great Thymoetes, with one of his two canes In addition to gaining the information they sought,
for correctly choosing Thymoetes, each hero should
receive a temporary Divine Boon (see ( the M&M
The Stone Speaks Companion,, p.8) from Athena. It is up to the
individual Maze Master to determine theth form that
At this point, the heroes will likely realize the puzzle-
puzzle each
ch particular hero's boon takes, though it is
like nature of the situation before them. They need advised that these be items of a defensive nature.
to identify Thymoetes
hymoetes out of the fifty-odd
fifty possible
adult male statues that occupy the village.
What If The Heroes Get It Wrong ?
Now iss a good time to point out that there is only
the single village and that if the heroes decided to Adventurers who misunderstood Hermes’ clue
explore the island further they find no other signs of may well choose the wrong statue to revive. Maze
human settlement.
ement. They may, however, stumble Masters who wish to avoid such
suc a risk may rule
upon the Scorpion Folk who now occupy the island. that any character with a Wits score of 13+ is
See A Final Battle below. clever enough to interpret Hermes’ clue correctly.
If such an unfortunate mistake does happen, the
In the end, the process is simple as there is only Maze Master has two choices. Either the elixir has
one statue of a man who carries two canes, and no effect, for Athena's will was that this
th draught
thus is "twice-lame"
lame" like Hephaestus. He lies in the affect Thymoetes and no other,other or the wrong
middle of the town square, starting in horror, mouth person does come back to life; in this case, feel
agape, his walking sticks held out in both hands as free to act out their terror
terro and confusion at
if to shield himself from something that approached awakening. As with Thymoetes, the restored
from the south. person will only remain animate for a short while
and will return
urn to stone despite the best efforts of
All of that aside, there are other candidates who the anyone involved. The wrongly-animated
wrongly individual
heroes might choose, including the blacksmith (who
( might share the legend of Nemede with the
was named Nikandros) who stands astride the heroes, giving them something for their troubles.
town's central well, in the midst of swinging his
Obviously, using the elixir on the wrong statue
hammer at whatever horror laid waste to his home.
eliminates the possibility
ty of the characters
Another possibility is the epically ugly gentleman determining the location of the Sextant of
(who was named Prytanis) found d cowering behind Eryximachos. In such a case, Maze Masters might
the same well that the blacksmith was defending. decide to put things back on track with a little
impromptu divine intervention. Hermes could
Once a choice hasas been made, let the heroes pour arrive, taunt the heroes a bit about their stupid
the draught given them by Hermes into the mouth of blunder
lunder and then tell them the location of Iana
the chosen statue (they all have open mouths, due before sending them on their way. Or perhaps
to various forms of screaming). Only the complete even Athena herself appears to the characters, in
contents of the phial will do, so the choice must be her cold, brisk anger to put her “ill-chosen
“ill
made fully. champions” back on the right track.
In any case, the party should
d still learn where they
If the heroes correctly chose Thymoetes, he slowly
are expect to venture next. Under no
transforms back into flesh and blood, for just a brief circumstances, however, should a party that
moment his body convulses with terror, as though selects the wrong statue receive the temporary
awakening from a nightmare,
tmare, but he quickly realizes Divine Boon mentioned above.
that whatever fate befell him has long since passed.
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A Final Battle
As Thymoetes (or Nikandros or Prytanis) returns to
stone, the heroes' attention is drawn to skittering
creeping sounds coming from the fog.
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Climbing The Cliffs large pond nearer the center of the island. And
everywhere the eye can see are beautiful golden
Ancient inhabitants of Iana constructed the narrow sheep, at rest and at play. This tableau of harmony
path that leads from the sea to the inner reaches of is guarded by the tireless mechanical eye of a
the island, and they did so with an eye towards Golden Ram (see the Creature Compendium,
Compendium p 51).
defending their island. With this goal in mind,
mind they This strange creature was constructed to defend its
included several traps (see the M&M Companion,
Companion p territory against all interlopers, and as soon as it
29-30)
30) to weaken or defeat any who would attempt spots the heroes it will attack without mercy.
to gain access to Iana. There are three such traps
Upon defeating the Golden Ram, the heroes are
along the route to the top of the cliffs, each of these
free to explore
xplore the plateau. Before long they will
is detailed below, in the order encountered.
find the entrance to the mines where, it would seem,
the Sextant likely resides.
Trap #1 (Falling & Entrapment)
The ledge at this point has been artificially Into The Mines
weakened, and an unwary climber can easilyeas fall
through. The first character to encounter this trap The entrance to the mines is a cave opening in the
will suffer 1d6 Hits of damage from falling 15 feet landward side of one of the high cliff walls of Iana.
onto a precipice below. Without a rope or other help This passage
ssage is rough, but spacious, allowing two
from the other heroes, the unfortunate victim of this men to travel abreast with plenty of elbow room.
trap will be stuck on the outcropping.
ing. The only way The long and winding trek eventually leads to a T-
out is to jump into the rocky sea below. Doing so intersection. To the left can be heard the ringing of
results in an additional 2d6 Hits of damage and hammer on anvil, to the right gentle singing.
leaves the victim subject to drowning (Players
(
Manual,, p 44) and other aquatic hazards at the Maze Master’s Note : The layout of the Mines is so
Maze Master's discretion. simple that no map is necessary…but nothing prevent
you from using a typical “cavern adventure map” and
“beefing up” this part of the quest into a fully-fledged
fully
Trap #2 (Crushing) scenario of its own, with more traps, more mythic
treasure
re and, of course, an appropriate selection of
A number of boulders are precariously balanced Monsters and Animates.
above the path at this point. A lever worked into the
natural hand-hold
hold for crossing this spot triggers the
boulders to fall directly onto the second person in The Treasure Trove Of Gyras
line. That unlucky soul suffers 2d6 Hits and must
make a Danger Evasion roll (Players
Players Manual,
Manual p. 44) This room is the quarters of Gyras, a Lesser
to avoid being knocked from the ledge into the sea Cyclops (see Creature Compendium,
Compendium p 31) who is
below. A hero who is knocked into the sea suffers the last resident of Iana. Here Gyras eats, sleeps
an additional 2d6 Hits and, as with trap #1, is and lives, surrounded by extraordinary items.
items
subject to drowning and other aquatic hazards.
The room is filled with various trinkets, automata
Trap #3 (Direct Damage & Poison) and other items, including three Singing Keledons
(Creature Compendium,, p 104) who serve as
A poison-tipped
tipped javelin shoots from a crevasse in guards when Gyras is at work. Gyras is busy in his
the cliff, doing 1d6 Hits to the lead climber. The forge at the time that the heroes visit this room.
victim of this trap must immediately make a Physical
The Singing Keledons do not attack the heroes so
Vigor save against a target number of 12 (the
long as nothing in the room is disturbed. If the
venom has weakened overr time). Success means
heroes enter combat with the Singing Keledons,
that the target is able to shake off the effects of the
Gyras will enter the room after the third round of
venom. Failure results in complete paralysis for 1d6
combat, ready to make pulp out
ou of any intruders.
minutes. A paralyzed victim must also make a
Danger Evasion roll one per minute (unless secured
by his or her compatriots) to avoid falling from the
ledge. Falling from the ledge results in (you guessed
it…)) 2d6 Hits and a shot at aquatic hazards.
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Important note : The Sextant of Eryximachos is not Once the heroes return the Sextant, the priests of
among the items found in this room. It is in the Athena will require more than a little time to use it to
possession of Gyras, who wears it as a pendant. divine the nature of the threat to Mythika… The next
part of Against Atlantis! will be published in our next
issue and will begin with the priests summoning
The Forge Of Gyras forth our heroes to send them into the fray once
again. In the mean time, don't hesitate to send your
In this room, the Cyclops Gyras works, crafting
heroes forth on additional adventures. Ideally, you
wondrous items for the amusement of his master,
should allow them to reach level 3 in the process,
Hephaestus. Gyras is a curious sort, more
giving them a better chance to face the perils that
interested in his toys than he is in just about
await them… And consider throwing in some
anything. However, Gyras does not take kindly to
Atlantean presence - even if just off-screen - to
anyone intruding upon his domain and he will
further set the stage for the incoming storm…
happily use his very large hammer against any
intruders. Doubly so if they have done any harm to
his prized Singing Keledons.
The Sextant of Eryximachos
When entering this room, all heroes should make
Perception rolls (Players Manual, p 45) to notice the The Sextant of Eryximachos is a Unique Artifact
well-crafted silver sextant that hangs on a fine chain and the proverbial “Mc Guffin” of this adventure.
about Gyras' neck. This is, indeed, the Sextant of Maze Masters can remain as mysteriously vague
Eryximachos. A well-played oration might convince as they wish about its wondrous powers or drop
Gyras to part with the Sextant in exchange for the the players a few hints through Thymoetes or the
Argosean Priestesses of Athena to whom the
lodestone compass that the priests of Athena gave
heroes are supposed to deliver the item in the end.
the party back in Argos. Otherwise, expect combat.
The Sextant is a relic from the Age of Magic. Its
The Sextant In Hand purpose is to assist in the act of divination by
allowing the diviner to "navigate" the stars that
Whether by guile or by force, the heroes should now affect the future, thereby more effectively charting
the waters of time. In the hands of a Priestess of
be in possession of the Sextant of Eryximachos.
Athena, the Sextant improves the clarity and scope
With this item in hand, a return to Argos is in order. of a Divine Vision. The exact nature of this
As with the return from Nemede, the Maze Master is improvement is left to the Maze Master and should
welcome to complicate this trip to taste. be treated on a case-by-case basis.
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black chains of the earth
Against Atlantis ! (Part Two)
This adventure is the second in a series known as Though they failed to find Prometheus himself,himsel
Against Atlantis! Within this series noble heroes will these heretics still held the bringer of fire as their
partake in several adventures culminating in a direct source of inspiration and eventually established the
standoff against the advance guard of an Atlantean Cult of Prometheus. Atop a high peak in the range
invasion force. The adventures in this series will be of mountains that separates Arcadia from Amazonia
presented serially in the pages of Minotaur
inotaur. they constructed a grand temple, from which they
exalted Prometheus above even Zeus.
This adventure is suitable for a party of heroes of
level 2-3 and presumes that your players are What began as the ultimate attempt to exert the will
already united in their quest for adventure. Though of man over the will of the gods ended in divine
not strictly necessary, it will be helpful if at least wrath, as the father of the gods rained death and
some of the heroes completed AA1, which was destruction upon the heretics. Their temple was
presented in Minotaur n°2 , released in April of 2008. wiped from thee face of the earth and their bodies
were warped and bound with chains like those of he
10
who they sought to venerate. Their women and
children were driven from the mountain and
perished, plummeting to their doom as the bridge
that spanned a great chasm collapsed
lapsed under the
fury of the gods.
11
The Chasm & The Bridge
The chasm is haunted by the ghosts of the women
and children who perished here when Zeus rained
his wrath down upon the heretics of Prometheus.
12
Once the heroes have all crossed the bridge, the
Egregors - if not already destroyed - will retreat into
the chasm. If any portion of them the remain, the
ghostly entities will return to attack the adventurers
when they attempt to cross the bridge on their way
back after they have recovered the chains and fire
of Prometheus from the ruins.
The
e Blasted Caves Of The Heretics
Just past the point where the rope bridge reaches
the far side of the chasm, a wide ledge (Area 1 on The latest in Skeleton fashion
the map) spreads to the north and south. All that
remains of Prometheus’ Temple are a series of
caverns dug into the rubblee and raw stone of the Chained Skeleton
mountainside. A single opening yawns in the rock
face, an unexpectedly warm breeze issues forth Taxonomy : Animate
from it.
Size : Medium
Ferocity : Aggressive
Area 1: The Chained Skeletons
Cunning : Average
Scattered about Area 1 are countless twisted and
Mystique : Weird
misshapen human skeletons, each draped in heavy
chains. As the heroes approach the entrance to the Movement : 60’
caverns, these skeletons rise, and unnatural fire in
their hollow eye sockets and their chains clanking Initiative : 13
and clattering. The skeletons immediately engage Melee Attack : +2
the heroes in combat.
Damage : 1d6 (crushing)
The number of skeletons involved
volved in this battle can Defense Class : 15
be varied as needed by the Maze Master, but
should number no fewer than 2 per hero. There are Hits Total : 8
more than enough bones and chains in this area to Detection / Evasion : 0
provide well over 10 actual skeletons per hero - so
feel free to keep the dead rising if the heroes are too Mystic Fortitude : +2
full of hubris.
Special Abilities : Crushing
rushing Damage (chains,
The only weapons of these Skeletons are their 1d6), Fearsome, Grapple (chains, Might 16),
Mindless.
heavy chains, which they use to ensnare, strangle
and constrict their opponents : in game terms, they Awards : Glory 50, Wisdom 20.
have the same characteristics as standard
Skeletons (see the Creature e Compendium p 105),
plus the Grapple and Crushing Damage special
abilities, which are their only form of attack. Their Area 3: Too Many Bones
chains also prevent them from Charging into Battle.
Battle
See below for their detailed characteristics. This room is filled with numerous piles of bones and
chains, which promptly animate into skeletons like
those encountered in Area 1. There isn't much to
Area 2: Lair of the Fallen be said
id for the victims of Zeus' wrath other than that
they are largely consistent in their hatred of all who
This cavern
rn reeks of excrement and animal odor. It serve any other than Prometheus.
is occupied by a dozen or so descendants of the
few Prometheans who survived the wrath of Zeus.
These pathetic creatures have long since lost their
Area 4: A Pit!
humanity and are little more than feral cannibals.
This area contains a pit trap (see M&M Companion,
Use the statistics for Degenerate Men M (see
p. 29), constructed to capture anyone or anything
Creature Compendium,, p. 34). These creatures fight
that
hat approaches Area 5. This is a Falling /
to the death, gleefully biting and ripping at the flesh
Entrapment trap (1d6 damage)
damage to anyone unlucky
of any fallen heroes with wild abandon and no
enough to fall into it. This trap can be avoided,
concern for the others in their number.
detected and disarmed as described in the Traps
rules. Its Concealment Rating is 15 and its Danger
The largest of these Fallen Prometheans
metheans wears a
Rating is 20. Nasty
sty Maze Masters may consider
Ring of Good Fortune (see Maze Masters Guide, Guide
adding stakes to the bottom of the pit, for a Direct
p. 43) as a sign of his status as leader of this tribe of
Damage effect of +1d6 (total 2d6 damage).
foul flesh-eaters.
13
black chains of the earth
adventure map
14
Orlos
Taxonomy : Spirit
Description : See main text.
Size : Medium
Ferocity : Dangerous
Cunning : Clever
Mystique : Eldritch
Movement : 60’
Initiative : 16
Melee Attack : +4
Damage : see below
Defense Class : 16
Hits Total : 16
Orlos the Mad Immortal
Detection / Evasion : +8 / +6
Mystic Fortitude : +8
Area 5: Lair of the Eternal Priest
Special Abilities : Fearsome, Magic Resistance,
This area serves as the resting place of the high Phase Shifting, Sixth Sense, Soul Rending Shriek,
priest of the Prometheans, Orlos Tegyrius. Stealthy (16), Supernatural Vigor.
Like all great offenders of Zeus, Orlos received a Awards : Glory 120, Wisdom 200.
special punishment. Rather than simply be
destroyed Orlos was cursed to eternal life and Phase Shifting is a limited form of Insubstantiality
bound to the ruins of his cult's temple, forced to live that allows Orlos to vanish at will into the walls of
forever in the knowledge of his defeat. The the caverns and travel to other areas of the ruins in
“immortal” Orlos is completely, irremediably mad this manner. It costs him 1 Hit to activate (with no
and will immediately attack any and all who enter extra cost for reverting back to his fully material
his demesne, using his terrible Soul Rending Shriek form). This special ability adds +10 to his Glory and
(see below). Wisdom awards.
Orlos clearly used to be a man of noble bearing, but Soul Rending Shriek allows Orlos to inflict damage
countless years and the torment of having his life's on others by emitting a terrible, supernatural
work utterly destroyed by the gods have left him piercing scream : this attack occurs during the
twisted into something altogether different. Missile phase, according to Orlos’ Initiative, but
requires no attack roll and affects all beings within
When Zeus decided to punish Orlos for his hubris, earshot. Targets must make a Mystic Fortitude
the king of the gods didn't hold back at all, damning saving roll (target number of 15) or suffer 1d6 Hits
Orlos with the curse of eternal life without the of damage and be unable to move, attack or use
benefit of eternal youth. Orlos now appears as what magic for the rest of the round.
a mummy without bandages might look - his
dry, desiccated skin is stretched tightly across dry, During the next round, characters with a higher
enduring bones. His features are sunken and his Initiative than Orlos (16) will be able to attempt a
eyes burn with a madness and rage that fills missile attack against him (provided their weapon is
onlookers with a terror that chills their very souls. prepared) before he utters a new shriek.
He wears the tattered and faded remnants of the
opulent priestly robes that he affected in centuries Those who cover their ears after the first shriek will
past. He cackles madly in an ancient dialect and suffer no damage (no saving roll needed) from
his words seldom make sense to the sane listener. subsequent shrieks but will obviously be unable to
Wherever he travels within the caverns the aroma attempt any action requiring the use of their hands –
of cloves and lamp oil lingers in the air. which includes all melee or missile attacks, but not
magical ones like Psychic Attack or Divine Wrath
Unlike other creatures found in these ruins, Orlos is (except for Lyrists, who must play their lyre to use
intelligent and canny. He is unable to leave the their magic). This unique ability adds +20 to Orlos’
caverns, but has free mobility within them, thanks to Glory and Wisdom awards.
his unique special ability of Phase Shifting (see his
description below).
15
Area 6: A Light Beneath The Rubble
This cavern has caved in and is completely
impassible. A perception roll against a target
number of 20 should be made for each hero
entering this area. A successful roll allows the
hero(es) to spot a glint of metal just poking out from
beneath an area of the cave in . This metal is the
blade of a Sword of the Underworld. This mythic
weapon can be recovered if noticed and might well
prove useful a little further into the caves.
16
If combat with the Charonts lasts for more than 5
rounds,, Orlos Tegyrius (see Area 10) will, if he has
not yet been defeated by the heroes, arrive to assist
in the defense of the artifacts.
This area is guarded over by Charonts (see the This barren hole in the earth is empty save for
Creature Compendium, p. 27) - the spirits of the multiple shapes laid out in stones across its floor.
This chamber has served as the Fallen
triumvirate of priests who found and retrieved the
Chains of Prometheus. Their number should be Prometheans' gathering space, where they have
equal to 50% of the party’s
ty’s size, rounded up (eg if attempted to recapture some faint glimmer of the
there are five heroes, there will be three Charonts). knowledge their ancestors once held. To date the
best they have accomplished are a few simple
These creatures will defend their hoard with all their
might, wielding their Hammers of Hades like words poorly produced by laying out stones to form
demons possessed. letters. The words Fire,, Sin and Chain are
recognizable, but nothing else can be discerned.
17
Hidden amongst these stone words the heroes may Anchored off the coast next to the heroes' ship
be unlucky enough to come across a Rocky stands a proud Atlanean War Galley. The galley is
Python (see Creature Compendium, p. 95) under the command of Pylos of Atlantis, an
masquerading as an Omicron. The Rocky Python, Atlantean Noble (see the Creature Compendium,
naturally, will attack the heroes and fight until p. 9). Like most Atlantean Nobles, Pylos is
destroyed. accompanied by a contingent of Atlantean War
Slaves (see the Creature Compendium, p. 9); their
number should be equal to 150% of the characters
Area 15: The Manticore's Ledge (round up): thus, if there are three characters in the
party, there will be five Atlantean War Slaves.
This is a ledge that looks out to far mountains and
down upon the endless chasm below. It serves as Pylos and his War Slaves have been sent to take
the sometimes home of a Manticore (see Creature the Chains of Prometheus and any other artifacts
Compendium, p. 73) that dwells in these mountains. recovered by the heroes in the name of Atlantis.
If the heroes are already seriously wounded or Pylos' arrogance prevents him from giving up the
weakened, the Maze Master should simply decide fight even if the tide of battle turns against him. He
that the Manticore is not here at the moment. If, on will taunt the heroes throughout the battle,
the other hand, the characters have been describing how their precious Mythika will soon be
exceptionally lucky so far (or , then the fell creature despoiled by the might of Atlantis just as it was in
should definitely be around… Alternatively, the ancient times.
Maze Master may decide to treat the Manticore as a
“wandering monster”, present on a 1d6 roll equal to Aeson the Traitor - whether he accompanied the
or lower than the highest level in the party (ie if the heroes to the caverns or was left at the ship - shows
most powerful hero in the group is level 3, the his true allegiance in this battle. He fights alongside
Manticore shows up on a roll of 1-3). Pylos and the War Slaves, alternately cursing the
heroes and imploring them to surrender and join
If the Manticore is indeed present, it attacks without with Atlantis.
mercy but will flee if it takes more than 50% of its
Hits in damage. Aeson is Enslaved by Pylos (see Players Manual, p.
40) and if Pylos is killed he will break free of the
Further, the passageway that leads to this area is Enslavement and rejoin the heroes - if they accept
too small for the Manticore to pass through, so the him. At the end of the battle, a freed Aeson weeps
heroes should be able to retreat back towards area and confesses that it was he who revealed the
14 if they choose to flee in the face of battle with the heroes' mission to the Atlantean.
terrible beast.
A Battle On The Beach The third (and final?) installment of Against Atlantis!
will appear in the next issue of Minotaur. Until then,
Upon reaching the site where they landed, the Maze Masters should feel free to send their heroes
heroes are greeted by the dismal sight of a battle on on other quests and expeditions to keep them busy
the shore - a battle survived by very few of the and hopefully earn them enough experience to
heroes' crew. reach a suitable "Save Mythika From Atlantis"
power level - likely at or around 5th level.
18
Against Atlantis ! (Part Three)
19
Origin Of The Sea Witch
It is left to the individual
dual Maze Master how
much, if any, his players (as well as the
population of Mythika at large) know of the
story of the Sea Witch and the Ragged King.
The key events of the story took place long ago
and may well be lost to time. But the Sea Witch
is a veryy real and present danger, so her
unnaturally long life may have kept at least
some of the story alive as well.
20
Lighthouse in the ruined city of Nes with the Fire of
Prometheus. Once so lit, the power of the
lighthouse will ward off the dark forces that are in
league with the Atlanteans and the Sea Witch,
greatly reducing
ducing the antagonists' strength.
No Galley
A Priestess of Athena using the fabled Sextant of
Eryximachos (See ? We did use the illo in the end !) If somehow the heroes who took part in AA2
did not recover (or have subsequently lost) the
Background Information Atlantean War Galley, simply replace it with
wit the
Titan's Grace,, a small but sturdy Argosean
Warning : The information in this section is for the ship with a skeleton crew lead by Captain
Maze Master’s eyes only. Players do not Syagros of Thena, for the galley.
necessarily
essarily know the following, though they may be The crew of the Titan's Grace is limited to the
aware of some of it if they completed AA1: The barest number of men needed to man the ship,
Wisdom of Stones (Minotaur n°2) and AA2: Black and as such these sailors and their captain are
Chains of the Earth (Minotaur n°3). unable to assist the heroes in any tasks that
involve going ashore. Captain Syagros is
The priestesses of Athena in Argos once again fiercely defensive of his men and knows that
seek brave souls to help defend the whole of should a single one of them be lost then the
Mythika from a burgeoning cloud of disaster. voyage is doomed to failure.
The call has gone out for heroes who are stout of The ship has all the usual characteristics
characte of a
heart and sturdy of spirit to sail to the west to round ship (see Players Manual,
Manual p 42-43),
confront an overly ambitious band of Atlantean except for its exceptional Fortune bonus of +3,
Nobles who, together with various nefarious allies,
all which reflects the ship’s own good luck (the
seek to subjugate the free peoples of Mythika to the Titan’s Grace has already weathered quite a
will of that distant, malevolent kingdom. few perilous voyages) as well as the discreet
attention of Athena
a herself.
After the various surviving heroes returned from
Arcadia, bearing the Promethean Chains and the No Fire
Fire of Prometheus aboard a captured Atlantean
War Galley, the soothsayers in the House of Athena If the heroes who took part in AA2 failed to
set about using the fabled Sextant of Eryximachos retrieve the Fire of Prometheus things are going
to determine where best to strike against the to be difficult for them.
Atlantean forces.
Without the fire to re-light
light the Great Lighthouse
After a number of days the visions became clear of Xandare, the final battle will feature a
and it was determined that the heroes should set tremendous number of spirit opponents who
saill for the island of Xandare, three weeks west of would otherwise be held at bay by the power of
Argos, deep in the Umbrian Sea. the lighthouse. Heroes and armies alike will
find themselves greatly outnumbered.
Via a different course, the amassed armies of
Argos, Heraklia and Thena will sail for Xandare as No Chains
well, where they will engage the Atlantean forces in
a desperate battle for the fate of Mythika. If the heroes who took part in AA2 failed to
return with the Promethean Chains, this
The heroes are entrusted once again with the adventure
enture will prove all but impossible.
Promethean Chains and the Fire of Prometheus
that were rescued from Arcadia. Without the chains to bind the Sea Witch and
keep her foul magics in check, her
To ensure that the Atlantean forces do not succeed enhancements to the Atlantean forces will
in their plot to conquer Mythika, the heroes will need make them almost unstoppable.
to visit
isit the island of Xandare and re-light
re the Great
21
Act I : To Sail To War
After a reasonable time has been allotted for the
heroes to procure any supplies they feel that they
need, they should set sail westward towards their
destiny. Throughout Argos the heroes are
recognized and treated with respect and
graciousness.
Her powers are divided among the strains of raising Attack of the Quinotaurs
the strength of the Atlantean force, summoning and
controlling the spirits who will supplement those Several days' worth of smooth sailing are brought to
forces and trying to interfere with the heroes' an end when (1d6+3 days after the Attack of the
mission. It is this very division of power that Roc), the Sea Witch brings forth a trio of
prevents the Sea Witch from crushing the heroes Quinotaurs (Creature Compendium, p. 91) to deal
outright. with the heroes. The Quinotaurs' sole aim is to
destroy the heroes utterly. They will fight to the
Using her magical and elemental powers, the Sea death and will not flee under any circumstances.
Witch constantly attempts to whip up a severe
storm to dispatch the heroes. To reflect this, the
Maze Master should add 5 to any and all weather Attack of the Fomoroi
rolls (Players Manual, p. 42) made for the voyage.
If the heroes have survived the first two encounters,
In addition to her weather manipulation, the Sea the Sea Witch is prepared (after 1d6+2 days) to
Witch sends the following foes are set against the bring forth her most dangerous allies, a pair of
heroes during the voyage to Xandare. Fomoroi (see Fomoros, Creature Compendium, p.
42).
Attack of the Roc The Fomoroi seek to sink the ship, extinguishing the
Fire of Prometheus forever. These Fomoroi are,
Some several days (1d6+4, if you like) out from like the Roc and Quinotaurs before them, driven by
Argos, the heroes' ship is beset by a Roc (Creature the will of the Sea Witch. The Maze Master may
Compendium, p. 94). choose to have these foul creatures fight as long as
desired.
The Roc seeks to destroy the heroes' ship with well-
placed Crushing Missiles. If possible, the Roc will
also try to steal the Promethean Chains by seizing Act II : The Lighthouse Of Nes
any hero who is carrying them and flying off to its
remote island lair a few short hours sailing distance On the western side of the island of Xandare lies
away, just at the edge of the horizon. the ruined city of Nes.
If the chains are lost in this fashion, the heroes may Once a great kingdom that stood as a bulwark
adjust their course and attempt to rescue their against various invaders from the West, Nes is now
comrade and the chains. The heroes will only have little more than a shattered relic from a distant time.
2 full days to accomplish this side trek before they
must return to their trip to Xandare. The Great Lighthouse, which used to guide Minean
ships home as well as serve as a bold warning to all
Any further delay will result in the force of Atlantis those who sought to enter into the realm of the
engaging the forces of Mythika without having been Land of the Three Cities with harm on their minds,
weakened by the heroes. stands unbroken against the sky, its light long
extinguished.
The Roc, driven to this brazen attack by the magic
of the Sea Witch, will cease its attacks after 7 full Here, amidst these ruins, the heroes must make
rounds or after it has sustained 25 points of their way to the top of the Lighthouse and re-ignite
damage. The Sea Witch does not have enough the lamp with a flame more powerful than any in the
power to force the Roc to fight until death. world, the Fire of Prometheus.
22
Wrath of the Sea Witch – Adventure Map
23
Landing at Nes
The waters of the bay above which Nes sits are
dark and still. The heroes' ship glides silently
towards the docks.
24
Facing K’aanzere the Crab Demon from Beyond
(illustration by M.J. Walton)
A Difficult Climb
K'aanzere
Crab Demon from Beyond A winding marble stairway cut into the exterior of
the monolith that is the Lighthouse of Nes leads to
Taxonomy : Monster the top, where the heroes must ignite the flame with
Description : Absolutely unspeakable (see illo). the Fire of Prometheus.
25
As a result of her eldritch powers of the forces of
the sea and sky, the heroes will be unable to light The Sea Witch
the lamp until they have dealt with the Sea Witch,
either by defeating her outright or by successfully
binding her with the Promethean Chains.
Chains The
heroes must defeat the Witch in order to light the
lamp.
If the Sea Witch does not manage to break free Ferocity : Deadly
from the grapple (as per the usual wrestling rules), Cunning : Crafty
her attacker will then be able to bind her with the
Promethean Chains. Up to three characters may m Mystique : Unearthly
attempt to grapple the Sea Witch in the same battle Movement : 60’ (240’ cruising underwater)
round ; if several of them succeed, she will have to
break free from each attack separately, thereby Initiative : 18
increasing the chances of the heroes.
Melee Attack : +6
Once bound, she will shriek and scream and curse Damage : special
the heroes with
ith foul words and dark oaths (though
no magic is actually wrought) as she writhes in pain Defense Class : 25
under the weight of the chains. Hits Total : 20
Slowly, she begins to revert to her original (and Detection / Evasion : +10 / +8
beautiful) human form and begs for mercy; Mystic Fortitude : +10
however, anyone freeing her from the chains
c will be
viciously attacked by her as she immediately reverts Special Abilities : Amphibious, Cruise (240’),
to her monstrous form. Elemental Magic (see below), Fearsome,
Grapple (tentacle-like
like arms, Might = 16),
If she is left in the chains and not released, she will Invulnerability, Magic ic Resistance, Poison
eventually fade into nothingness, at last defeated (instant death, kiss – see below), Regeneration
and at last at peace. (1 Hit / round), Sixth Sense, Supernatural Vigor.
Awards : Glory 360 , Wisdom 270. See also
With the Lighthouse's lantern glowinging brightly with the section on Glory and Other Rewards at the
the Fire of Prometheus and the Sea Witch defeated, end of the scenario.
the Atlanteans' chance for victory in the Great Battle
of Xandare diminishes significantly. Elemental Magic : The Sea Witch has the
powers of an Elementalist with a Mastery of +6,
Maze Masters whose players are unlikely to want to a Mystic Strength of 18 and a total of 24 Power
play out the battle may skip to the Aftermath
Afterm section points. Her elements of choice are Air and
below to sum up the outcome of the battle. Groups Water, with Water, of course, as her primary
who would like to play out the battle - or any group specialty. This ability adds 40 to her base Glory
that has not successfully relit the Lighthouse and award and
nd 200 to her Wisdom award.
chained the Sea Witch - should continue to Act III.
Kiss of Death : In melee combat, the Sea
The Sea Witch, who began her life as a beautiful Witch’s only real weapon is her deadly
human maiden, has grown so twisted and foul in poisonous kiss but she can only attempt to kiss
her appearance that she is beyond terrifying to the an opponent whom she has successfully
sight of men. She retains her beautiful face, but her Grappled (don’t forget that grappling attacks
body is now a misshapen parody of her former always occur afterter all other melee attacks). A
grace, with a bloated belly, weed-encrusted
weed Grappled victim who fails to break free will not
squamous skin and grotesque tentacles where her be able to avoid the Witch’s deadly kiss (since
hands used to be. She is a powerful user of he is immobilized) and will be instantly killed
elemental magic (she was once a great elementalist unless he makes a Physical Vigor roll against a
focused on Water & Air) but through dark pacts with target number of 15. If the victim
vic survives, the
unspeakable forces she has developed other Witch will try to maintain her hold to kiss hima
powers which have irremediably twisted her body gain on the next round but this prevents her
as well as her soul. from using any other form of attack.
26
Defeating the Sea Witch Resolving the Battle
The goal, as you’ll recall, is to bind the Sea The results of the battle, if it is being played out,
Witch with the Promethean Chains, not to depend entirely upon the actions of the heroes.
defeat her in head-to-head combat. Though Generous Maze Masters may choose to allow
fighting her to the death is certainly possible, it for divine intervention (including Divine
is likely to be a very tough task and one that will Intervention, as detailed in the Players Manual,
almost undoubtedly see the death of several p. 31) if they feel that the tide of battle is turning
heroes. against the heroes and the group is not the sort
to be comfortable with dealing with the kind of
The Sea Witch is not only an extremely tough aftermath that such a defeat will bring.
and deadly opponent, she is also a very crafty Conisdering Athena’s involvement in these
one, able to anticipate all the characters’ moves events, any Divine Intervention called for by a
and tactics and react accordingly. She knows Priestess of Athena will have twice the usual
full-well that the heroes possess the Chains of chances of success.
Prometheus (if they do) and understands the
power the chains would have over her if she Mazes & Minotaurs is, of course, modeled on
were to be bound by them. Therefore, she will sources that frequently see the good guys win
avoid melee combat as much as possible, even when logic says they shouldn't. The
using her Elemental powers to their fullest. Only Greek myth-inspired sources that are the
when (if) she runs out of Power Points - or if the foundation of M&M aren't shy about having the
heroes manage to close in on her despite her Gods step in when needed. Players and Maze
best efforts - will she engage them in combat, Masters should be willing to embrace the same
using her grappling tentacles and lethal kiss. spirit… but see What ? The Bad Guys Won ?
at the end of the scenario for possible ways of
Keep in mind that It should be noted that the turning a defeat into an interesting option.
Sea Witch’s incredibly high Defense Class of
25 makes her almost invulnerable in combat – Once the Battle of Xandare is finished, proceed to
and almost impossible to bind with the Chains the Aftermath! section.
of Prometheus… Clever use of special tactics
such as Subterfuge or Bashing Attack might
slightly improve the heroes’ chances of success The Mythikan Forces
but magic is probably the most effective way to
deal with the Sea Witch. The most useful The Mythikan Forces appear as follows. No
powers here will not be the ones which directly bonuses or penalties for Omens or Oratory (M&M
harm the Sea Witch but those which lower her Companion, p 39) have been included. Maze
Defense Class (such as the Sorcery power of Masters should free to determine the effects of
Confusion – but keep in mind her Mystic those variables prior to beginning the actual battle.
Fortitude of +10 !) or which increase her
opponents’ Melee mod (which also applies to Herealkian Soldiers
wrestling attacks). And of course, there are Combat Factor: 8 Regimental Size: 150
always Divine Intervention… Regimental Strength: 1200
A particularly devious Maze Master might have Thenan Soldiers
the Sea Witch flee to the water if she is close to Combat Factor: 6 Regimental Size: 150
being defeated, cruising away at 240’ per
round. Be aware, though, that the Sea Witch’s Regimental Strength: 900
primary objective is to keep the heroes from
Argosean Archers
relighting the lamp of the Lighthouse with the
Fire of Prometheus, so she will not flee readily. Combat Factor: 6 Regimental Size: 150
Regimental Strength: 900
Centaur Archers
Act III: The Battle of Xandare Combat Factor: 11 Regimental Size: 100
Regimental Strength: 1100
For Maze Masters whose players are the sort to
want to play out epic battles, the following section Amazon Warriors
will allow you to focus on the details of the Battle of
Combat Factor: 8 Regimental Size: 100
Xandare. For Maze Masters whose groups are
NOT the sort who would enjoy such things, skip Regimental Strength: 800
ahead to the Aftermath! section.
Barbarian Warriors
The climactic Battle of Xandare can be simulated Combat Factor: 6 Regimental Size: 100
using the Warfare Rules from the M&M Companion Regimental Strength: 600
(p. 37-43). The following sections present the
armies that will take part in this battle. Total Strength = 5500
27
For the sake of hope and civilization, chaaaarge !!!
The Atlantean Forces If the heroes failed to bind the Sea Witch, her
unearthly powers will have a tremendous effect on
If the heroes succeeded in binding the Sea the strength of the Atlantean forces, supernaturally
Witch, the Atlantean Forces appear as follows: boosting their Combat Factor by +5 each (and even
+10 in the case of the Fomoroi) :
Atlantean War Slaves
Atlantean War Slaves
Combat Factor: 7 Regimental Size: 300
Combat Factor: 12 Regimental Size: 300
Regimental Strength: 2100
Regimental Strength: 3600
Atlantean Nobles
Atlantean Nobles
Combat Factor: 8 Regimental Size: 50
Combat Factor: 13 Regimental Size: 50
Regimental Strength: 400
Regimental Strength: 650
Midas Men
Midas Men
Combat Factor: 11 Regimental Size: 30
Combat Factor: 16 Regimental Size: 30
Regimental Strength: 330
Regimental Strength: 480
Sons Of Dagon
Sons Of Dagon
Combat Factor: 4 Regimental Size: 150
Combat Factor: 9 Regimental Size: 150
Regimental Strength: 600
Regimental Strength: 1350
Sirens
Sirens
Combat Factor: 7 Regimental Size: 100
Combat Factor: 12 Regimental Size: 100
Regimental Strength: 700
Regimental Strength: 1200
If the heroes failed to light the Lighthouse at Nes,
If the heroes failed to light the Lighthouse at Nes,
the following additional VERY POWERFUL forces
the following additional VERY POWERFUL forces
should be included in the Atlantean Army:
should be included in the Atlantean Army:
Fomoroi
Fomoroi
Combat Factor: 28 Regimental Size: 25
Combat Factor: 38 Regimental Size: 25
Regimental Strength: 700
Regimental Strength: 950
Keres
Keres
Combat Factor: 16 Regimental Size: 50
Combat Factor: 21 Regimental Size: 50
Regimental Strength: 800
Regimental Strength: 1050
Total Strength (without Fomoroi & Keres) = 4130 Total Strength (without Fomoroi & Keres) = 7280
Total Strength (with Fomoroi & Keres) = 5630 Total Strength (with Fomoroi & Keres) = 9280
28
What? The Bad Guys Won? The Umbrian Alternative
Oh my. This is an entirely unexpected So your heroes have turned out to be zeroes
outcome. Are you certain the bad guys won? and utterly failed to secure the Chains and Fire
Really? Alas, then dark times indeed lie ahead. of Prometheus, eh? That makes proceeding in
Though the battle was only between an this adventure more than a little difficult. There
advance force from Atlantis and a limited is one alternative, though.
Mythikan army, news of the Mythikan defeat will
spread quickly back to Atlantis. Emboldened by Rather than undertaking the adventure as it is
their success the Atlanteans will launch a full- outlined here, a clever (desperate?) Maze
scale invasion of Mythika, bringing to bear all Master could improvise an expedition to Umbria
their might and magic against the free world. in the hopes of gathering Umbrian forces to
supplement the Mythikan armies. The
Perhaps from this terrible defeat a new, more Umbrians are no fans of Atlantis, so I hear, so
unified-of-purpose Mythika can band together, they might just be able to be convinced to set
lead by a new generation of heroes, and fight aside their differences with the Land of the
back against the Atlantean scourge. Let us just Three Cities long enough to put Atlantis in its
pray that the Sea Witch was defeated, for if she place. For more information on Umbria and its
remains alive and allied with Atlantis, all hope is people, see this issue’s Mythika Gazetteer.
almost certainly lost…
29